Thursday 29 October 2015

Week 1: Environment Brief

GP_Environment Partially Stylised Brief 02

I have to make the other side of this door. I can design anything, but I must include the over side of the door. The budget is 3 weeks, 80k tries and a rough texture guide of 2x2048. 



Here are my initial Ideas. I wanted to make a space where the focal point was a tree and or an ancient ruin (megalith), and also I wanted some sort of sci-fi vibe.

My initial idea was a small meteor crater, right next to a tree. The tree would have a dynamic shape as it’s been blown back by the blast and sits on the very edge of this crater, with its roots partially exposed. Half the tree could also be drastically burnt, the other half would still be flourishing.
The meteor it’s self would be some kind of Sci-Fi orb that would be spewing out wires that have climbed up the tree in a fashion reminiscent to vines.

I liked this idea but I have just over 2 weeks to do this project, so I decided to concentrate on creating a concealed environment.

I then thought about placing a scene in a cave, but again this would require making the cave itself, this alone could be extremely time consuming. The focal point is the source of power and or interest in the centre of the scene, this is where my time needs to be spent.

I then started placing the scene in a sterile lab. This should create a nice contrast between the sterile mostly white lab conditions and the vivid fantasy tree/megalith in the centre.


 Initial Mood Board

Refined Mood Board









Wednesday 28 October 2015

Finished Roller

Overview

The aim of this project was to make a photo realistic model of the following vehicle.



The budget was 30.000 tris and 1x2048 texture sheet. I modelled and unwrapped the mesh in 3DS Max. I used 3DS Max and Z- Brush to create high polys. I then used X-Normal to bake these meshes creating normal maps which were then composited in Photoshop. I also used Photoshop to create tillable textures and Substance Painter to texture the whole cab. I used Unreal to create the finale renders.

Research/Design

Additional Reference



Unwrap


Textures

Albedo
Roughness

Metallic


Normal
AO

Beauty Shots




Additional Relevant Imagery





Conclusion

During this project I have been constantly altering my priorities. At the start I rushed with the intention of finishing the project on time. This caused bad geometry which then had to be altered, wasting time. I then decided to really over work my unwrap. I used a 2048x2048 texture sheet in 3DS-Max to ensure that all the UV shells were 4 Pixels apart, as this is a predicted margin of error in games engines when they draw textures. Unwrapping like this took far too long, as a result I began to rush toward the end of packing creating an extremely inefficient pack towards the edges.  also I made the initial size of all the shells far to large so when I uniformly scaled them down the 4 Pixel gap shrunk, so half the shells are also to close together. The unwrap was also done with the Substance painter work flow in mind. So I made no attempt throughout the first half of packing to keep seams organised, I was completely focused on creating the most efficient pack possible. As a result the unwrap is completely unusable outside of soft wear where you paint directly onto the mesh. I then changed my priority’s again, this time I chose to simply commit to working at the highest standard and learning as much as I could, I had already made to many mistakes. From this point I spent time improving my baking and baked down many parts of the mesh which I could have easily of missed out. So I was still baking well into the 3rd week. Then Instead of trying to quickly texture the mesh using minimal Substance Painter skill I made shore to follow tutorials and develop my skill. I even spent time researching Substance Designer to sea weather this was a piece of software that could help with this project. This project has taught me to work to the highest standard from the first day especially during this time at uni, there is no point of producing bad work within a deadline, bad work will not develop my skill or my portfolio.  My unwrap will not be making an appearance in my portfolio even when I finish this project. This is a wasted opportunity to show off a good unwrap. The finished textured model due the high quality normal and my texturing is to a good enough standard.  







Wednesday 21 October 2015

Roller: Week 3





I’ve been torn between learning new skills, completing this project, and doing work to a high standard during this week.

This is the finale week of this project, I could use this week to learn how to create high quality normals and then bake out as much of the model as is necessary. I will then start creating textures, and might get onto learning substance painter. But the model would remain untextured, failing the brief.

I could use this week to create a few low quality normals, leaving a mostly unbaked down model, and no development in baking skill. I could then quickly create some textures, and then learn substance painter and texture the model. I would then complete the brief by finishing the project in 3 weeks. But the output would not be competitive.

This year I really need to develop my technical skill. There is no point in creating subpar assets that won’t strengthen my portfolio. At this early stage I believe that it’s more important to learn new skills that then can be implemented throughout the rest of the year.

This week I have thus far developed my baking skills, and baked down allot of the model. I have learnt about many of the settings in X normal, and also a bunch of tricks though out the process that help normals to bake correctly.



E.g When baking protruding features on to a surface, often the baked normal map will make these appear to protrude at an angle. The way to eliminate this issue is to add more geometry to the low poly. This can be done vie simply adding some connections and or turbo smoothing the mesh if smoothing groups will allow this without distorting the mesh. 


I’m now going to begin creating some textures, at this current point it is extremely unlikely that I will finish texturing by Friday.

During this project I felt extremely rushed right from the start as a result I created some pore quality geometry which then had to be altered, wasting time and still resulting in a questionable mesh in places as I couldn’t completely remodel the mesh within the time. Also I rushed the second half of my unwrap, resulting in a poor unwrap. This means that even when this project is finished I won’t be able to put the texture sheets in my portfolio

At this point I feel like the last thing I need to do is rush another aspect of this project. I think it’s more important to try and create assets to the highest standard. Eventually this may not take up that much additional time, due to not having to go back and re do processes multiple times. But having already wasted time in this project re doing processes. At this point slowing down and creating high quality work and learning new processes will probably push the project past the three week point.







Tuesday 13 October 2015

Week 2, Roller: Tuesday

Week 2 Blog

Monday Feed Back

FMP- Look into vehicle rigging, and then how to get them running in engine. This way my portfolio shows that I know how to make game ready vehicles, not just static meshes.

Finished Low Poly

It’s time to organise all the meshes and prep for the high poly. This means, aligning all the pivots, resetting all the X-Forms, checking for n-gons, collapsing symmetry (welding the seams) and generally tidying up geometry.

Tuesday

I looked at another students work. I have come to the realisation that my model is not up to par and still needs allot of work. My model is only just within the budget and has an extremely low poly interior, no mirrors, no handles and generally very few of the surface details. The model I have just seen has all of these features done to a high quality and is still within budget.

Redoing these part will set me even further back, I really had to start creating the high polys today. But when comparing my work with the other, my model currently is appalling. Leaving it as it is would be handing in terrible work. My mesh has to be altered drastically.

The problem here arose when beginning to chamfer the basic block out of the forms. When working to a budget you have to guess how many chamfers to apply to an edge from the start, then as you continue to model you have to hope that the chamfers will not eventually put you over budget. I guessed way to high, my model quickly became over budget. As a result I started cutting corners with the quality of the smaller assets, or simply removing these aspects of the Roller. But now viewing a mesh with all the details included and to a high quality, I realise that my mesh with all these features missing will not be up to par.





An Example of one of the areas that I went wrong


These are my wires they are a massive 7.500 tris, and they could actually do with a few more loops to smooth out some of the bends. The Mesh I have been comparing mine to has more loops running through there mesh so that they have a cleaner curve, but they are also under half the budget of mine. This is because when they initially created there wires they used a less round tube. I picked a 9 sided cylinder, they picked 5 or 6. This has had a huge impact on the budget of my model. These really should be done again. But this will take allot of time to remedy.

If I can potentially save up to 3000 Tri's in this area alone, I might be able to just alter these. This might give me enough tries to improve the existing external features as well as may be adding more. If not I will have to change other areas also.

At this point decisions like this will determine weather I create a bad mesh but finish. Or weather I create a good mesh and don't. Just altering the wires, if this does give me enough tries to complete the model, the mesh over all will still be poor. This means I will still loose marks here, and most importantly I will not be able to put this finished asset into my portfolio.

What I have learnt

For an asset of this complexity 30.000 tries is sufficient to make a good model, but it is not allot. You still have to be cautious with you chamfers.

When creating wires, realise that these can quickly become extremely expensive.

Don’t get carried away with the good work practice of unwrapping meshes as you create them. For this kind of asset you’re better off creating the whole asset and then unwrapping.  Only duplicated meshes need to be unwrapped immediately. During this project I have already unwrapped the same mesh multiple time due to further alterations. This has wasted huge amounts of time. The same goes for applying smoothing groups. 





Sunday 11 October 2015

Year 3, Week 1: Roller

Picking the brief

Day 1

I really wanted a skill Tech skill based project so that I could just concentrate on learning some new programs and general processes. These new skills could then be used throughout the year to improve all following projects. This means that I was hoping for a project with no concepting faze, this would free up more time to concentrate on simply creating the best asset that I could in the time.

The tech skills that I really want to develop are my hard surface high to low poly baking to generate Normal and AO maps. I also really have to start learning Substance painter. I also need to start putting my work in marmoset to get the best out of it.

 Realistic Brief: GP Prop Brief



Create the above asset for a gritty FPS game. 30,000 Tri budget and 1x2048 Texture budget,  3 weeks.

This brief is very close to exactly what I was looking for. But with one exception, the asset is vast and complex. The Roller although at first glance may appear relatively simple, as far as its basic forms go, but there are hundreds of individual parts to understand, model, unwrap and then texture. The initial low poly stage alone for this brief will take up a huge amount of time, offsetting any time saved by not having to concept.

But I will be able to begin modelling immediately on Monday morning, I’ve also never undertook a project like this so I actually have very little idea of how long it will take. Also I have to bear in mind the extra hours that I will be committing this year, as well a greater understanding of good work practice. This year I am committed to using my lab time much more efficiently, I am there to work that is all.

Due to priory made commitments (waiting for a new computer case, a concert, cinema) this first week will be a 50 hour week. How much can I get done in this time?

GP Prop Partially Stylized Brief: Apocalyptic Weapon


You have been given the above concepts by an inexperienced concept artist. Further develop one of these designs and then create the asset for a Dead Rising style game. 10,000 Tri Budget and 1x1024 Texture Budget,  3 weeks.

I was also considering this project, but I really didn’t want to have to concept for my fist project this year.

This project looked to be allot of fun, attaching a chain saw to a shot gun is hilarious. Also this would still give me the opportunity to learn all the programs and process that I wanted to learn. I would just have to spend the first few days in Photoshop concepting.

I actually started mood boarding for this project, and even started creating a photo bash kit in Photoshop. But I kept thinking that If I were doing the Roller project I would be modelling at this very point, if I worked right up to 9.00 I could really make an impact immediately with that project.

Initial Days

After blocking in the initial shapes, I realized that there were many complex areas of the model that I needed to understand. This required a huge amount of fettling and research. Also there are allot of decisions to be made in regards to what features to include and or alter in order to help with time and tri efficiency. Also what to include in order to really sell the rollers form, characteristic and industrial tone. I have to understand that this is a game asset; it has to sit in its environment and be believable for an average gamer, not some one that has worked with these machines, so I shouldn’t try and recreate every nut and bolt.

Later Half of the week

The time it is taking to complete the low poly is far greater than I predicted.  I’m starting to worry about the standard of finish I will achieve within this time and or whether or not I will finish.

I have just been introduced to an update to 3DS Maxes chamfer. You can now tell 3DS max to only create quads when chamfering. This creates much more manageable geometry; it also only chamfers an edge in multiples of 2. This helps with unwrapping as now it’s obvious where the smoothing group seams will be places. This has been a massive help with general modelling. But it’s much more costly to the tri budget; as a result I’m trying to be conservative at this point as too not end up over budget. I have to just hope that I’m not being to costly and at the same time to conservative. With so many additional pieces to create it’s hard to tell at this point how many chamfers if any to add when modelling.
 
Feed Back

I’m right to be concerned about the amount of work that will be necessary to complete this project to a high standard. All I can do to help this process to continue to work hard. For the upcoming week I should be able to attend Labs between 9 and 9 every day. Also I need to try harder to maintain a high level of concentration throughout the day. There are many things to consider here that may or may not help. For example I barely listened to music on Thursday and Friday in an attempt to limit distractions, but this then this meant that I could hear the general chatter in the room, which is then a distraction. A middle ground could be to only listen to nonabrasive instrumental tracks.

I was also advised to not use Marmoset for this project, as using Unreal instead will show the ability to make the asset work in Engine, this is something that using Marmoset will not.

Progress